Additional Magic Item Space [Epic]

feat

other

Benefit: Choose one type of magic item that has a limit on the number a character can simultaneously wear and gain its benefit. The character can now wear one more magic item of this type and also gain its benefit.

other

Normal: Without this feat, a character is limited to one headband, hat, or helmet; one pair of eye lenses or goggles; one cloak, cape, or mantle; one amulet, brooch, medallion, necklace, periapt, or scarab; one suit of armor; one robe; one vest, vestment, or shirt; one pair of bracers or bracelets; one pair of gloves or gauntlets; two rings; one belt; and one pair of boots.

other

Special: A character can gain this feat multiple times. Each time the character takes the feat, it applies to a new type of wearable magic item.

Armor Skin [Epic]

feat

other

Benefit: The character gains a +1 natural armor bonus to Armor Class, or his or her existing natural armor bonus increases by 1.

other

Special: A character can gain this feat multiple times. Its effects stack.

Augmented Alchemy [Epic]

Benefit: Whenever creating an alchemical item or substance, the character can choose to make it more powerful than normal by adding +20 to the DC required to create it and multiplying its price by 5. If the item or substance deals damage, double the damage dealt. If the item or substance doesn't deal damage, double the duration of its effect. If the item or substance doesn't deal damage and doesn't have a specific listed duration (or has an instantaneous duration), double all dimensions of its area. If the item or substance doesn't fit any of these categories, then it cannot be affected by this feat. See the Craft (alchemy) skill description.

Automatic Quicken Spell [Epic]

Benefit: The character may cast all 0-, 1st-, 2nd-, and 3rd-level spells as quickened spells without using higher-level spell slots. The normal limit to the number of quickened spells a character may cast per round applies. Spells with a casting time of more than 1 full round can't be quickened.

other

Special: A character can gain this feat multiple times. Each time a character takes the feat, the spells of his or her next three lowest spell levels can now be quickened with no adjustment to their spell slots. This feat doesn't increase the casting time for those spells that normally become full-round actions when cast in metamagic form.

Automatic Silent Spell [Epic]

Benefit: The character may cast all 0-, 1st-, 2nd-, and 3rd-level spells as silent spells without using higher-level spell slots.

other

Special: A character can gain this feat multiple times. Each time a character takes the feat, the spells of his or her next three lowest spell levels can now be silenced with no adjustment to their spell slots. This feat doesn't increase the casting time for those spells that normally become full-round actions when cast in metamagic form. However, since bard spells can't be enhanced with the Silent Spell feat, they can't be affected by this feat either.

Automatic Still Spell [Epic]

Benefit: The character may cast all 0-, 1st-, 2nd-, and 3rd-level spells as stilled spells without using higher-level spell slots.

other

Special: A character can gain this feat multiple times. Each time a character takes the feat, the spells of his or her next three lowest spell levels can now be stilled with no adjustment to their spell slots. This feat doesn't increase the casting time for those spells that normally become full-round actions when cast in metamagic form.

Bane of Enemies [Epic]

Benefit: Any weapon the character wields against one of his or her favored enemies is treated as a bane weapon for that creature type (thus, its enhancement bonus is increased by +2 and it deals +2d6 points of damage). This ability doesn't stack with similar abilities.

Blinding Speed [Epic]

feat

other

Prerequisite: Dex 25.

other

Benefit: The character can act as if hasted for 5 rounds each day. The duration of the effect need not be consecutive rounds. Activating this power is a free action.

other

Special: A character can gain this feat multiple times. Each time he or she takes the feat, it grants an additional 5 rounds of haste per day.

Bonus Domain [Epic]

feat

other

Prerequisites: Wis 21, ability to cast 9th-level divine spells.

other

Benefit: Choose an additional domain from the character's deity's domain list. The character now has access to that domain's spells as normal for his or her domain spells and the domain's granted powers.

other

Special: A character can gain this feat multiple times. Each time he or she takes the feat, it applies to a different domain.

Chaotic Rage [Epic]

feat

other

Prerequisites: Rage 5/day, chaotic alignment.

other

Benefit: Any weapon the character wields while in a rage is treated as an anarchic weapon (it is chaos-aligned and deals an extra 2d6 points of damage against creatures of lawful alignment). This ability does not stack with similar abilities.

Colossal Wild Shape [Wild] [Epic]

feat

other

Prerequisite: The ability to wild shape into a Gargantuan creature.

other

Benefit: The character can use his or her wild shape to take the shape of a Colossal animal.

other

Normal: Without this feat, a character cannot wild shape into an animal of greater than Huge size.

Craft Epic Wondrous Item [Item Creation] [Epic]

Benefit: The character can craft wondrous items that exceed the normal limits for such items.

Damage Reduction [Epic]

feat

other

Prerequisite: Con 21.

other

Benefit: The character gains damage reduction 3/-. This does not stack with damage reduction granted by magic items or nonpermanent magical effects, but it does stack with any damage reduction granted by permanent magical effects, class features, or this feat itself.

other

Special: A character can gain this feat multiple times. Each time he or she gains the feat, his or her damage reduction increases by 3.

Deafening Song [Epic]

Benefit: The character can use song or poetics to temporarily deafen all enemies within a 30-foot spread from him or her. A successful Fortitude save (DC 10 + 1/2 the character's class level + the character's Charisma modifier) negates the effect. The deafening effect lasts for as long as the character continues the deafening song. The character can choose to exclude any characters from this effect. The character may sing, play, or recite a deafening song while taking other mundane actions, but not magical ones (see the bard's inspire courage ability for more details). The character may keep up the deafening song for a maximum of 10 rounds. Using the deafening song counts as one of the character's uses of song or poetics for the day.

Death of Enemies [Epic]

Benefit: Any time the character scores a critical hit against one of his or her favored enemies, it must make a Fortitude save (DC 10 + 1/2 character's ranger class level + character's Wisdom modifier) or die instantly.

other

Special: Creatures immune to critical hits can't be affected by this feat.

Devastating Critical [Epic]

Benefit: Whenever the character scores a critical hit with the chosen weapon, the target must make a Fortitude save (DC 10 + 1/2 character level + character's Strength modifier) or die instantly. (Creatures immune to critical hits can't be affected by this feat.)

other

Special: A character can gain this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different type of weapon.

Dexterous Fortitude [Epic]

feat

other

Prerequisites: Dex 25, slippery mind class feature.

other

Benefit: Once per round, when targeted by an effect that requires a Fortitude saving throw, the character may make a Reflex save instead to avoid the effect (evasion is not applicable).

Dexterous Will [Epic]

feat

other

Prerequisites: Dex 25, slippery mind class feature.

other

Benefit: Once per round, when targeted by an effect that requires a Will saving throw, the character may make a Reflex save instead to avoid the effect (evasion is not applicable).

Diminutive Wild Shape [Wild] [Epic]

feat

other

Prerequisite: Ability to wild shape into a Huge animal.

other

Benefit: The character can use wild shape to take the shape of a Diminutive animal.

other

Normal: Without this feat, a character cannot wild shape into an animal of smaller than Tiny size.

Dire Charge [Epic]

Benefit: If the character charges a foe during the first round of combat (or the surprise round, if the character is allowed to act in it), he or she can make a full attack against the opponent charged.

other

Normal: Without this feat, a character may only make a single attack as part of a charge.

Dragon Wild Shape [Wild] [Epic]

Benefit: The character may use wild shape to change into a dragon (black, blue, green, red, white, brass, bronze, copper, gold, or silver). The size limitation is the same as the character's limitation on animal size. The character gains all extraordinary and supernatural abilities of the dragon whose form he or she takes.

Efficient Item Creation [Epic]

Benefit: Select an item creation feat. Creating a magic item using that feat requires one day per 10,000 gp of the item's market price, with a minimum of one day.

other

Normal: Without this feat, creating a magic item requires one day for each 1,000 gp of the item's market price.

other

Special: A character can gain this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different item creation feat.

Energy Resistance [Epic]

feat

other

Benefit: Choose a type of energy (acid, cold, electricity, fire, or sonic). The character gains resistance 10 to that type of energy, or the character's existing resistance to that type of energy increases by 10. This feat does not stack with energy resistance granted by magic items or nonpermanent magical effects.

other

Special: A character can gain this feat multiple times. If the same type of energy is chosen, the effects stack.

Enhance Spell [Metamagic] [Epic]

Benefit: The damage cap for the character's spells increases by 10 dice (for spells that deal a number of dice of damage equal to caster level) or by 5 dice (for spells that deal a number of dice of damage equal to half caster level). An enhanced spell uses up a spell slot four levels higher than the spell's actual level. This feat has no effect on spells that don't specifically deal a number of dice of damage equal to the caster's level or half level, even if the spell's effect is largely dictated by the caster's level.

other

Normal: Without this feat, use the damage dice caps indicated in the spell's description.

other

Special: A character may gain this feat multiple times. Each time he or she selects this feat, the damage cap increases by 10 dice or 5 dice, as appropriate to the spell, and the enhanced spell takes up a spell slot an additional four levels higher.

Epic Endurance [Epic]

Benefit: Whenever the character makes a check for performing a physical action that extends over a period of time, he or she gets a +10 bonus on the check.

Epic Expanded Knowledge [Epic, Psionic]

feat

You learn another power.

other

Prerequisites: Character level 21st, ability to manifest powers of the normal maximum power level in at least one psionic class.

other

Benefit: You learn one additional power at any level up to the highest level of power you can manifest. You can choose any power, even one that is part of another discipline's list or another class's list.

other

Special: You can gain this feat multiple times. Each time, you learn one new power at any level up to the highest level of power you can manifest.

Epic Fortitude [Epic]

feat

other

Benefit: The character gains a +4 bonus on all Fortitude saving throws.

Epic Inspiration [Epic]

Benefit: All competence bonuses, dodge bonuses, and morale bonuses granted by the character's bardic music ability increase by +1. If you have the inspire greatness bardic music ability, it grants one additional bonus HD.

other

Special: A character can gain this feat multiple times. Its effects stack.

Leadership Score: A character's Leadership score equals his or her level plus any Charisma modifier. Outside factors can affect a character's Leadership score, as detailed in the Leadership feat.

other

Cohort Level: The character can attract a cohort of up to this level. Regardless of the character's Leadership score, he or she can't recruit a cohort of his or her level or higher.

other

Number of Followers by Level: The character can lead up to the indicated number of characters of each level.

*The maximum cohort level increases by 1 for every 2 points of Leadership above 40. **The number of 1st-level followers increases by 100 for every point of Leadership above 40.

!A character can command one-tenth as many 2nd-level followers as 1st-level followers. A character can command one-half as many 3rd-level followers as 2nd-level followers, one-half as many 4th-level followers as 3rd-level followers, and so on (round fractions up, except any fraction less than 1 rounds to 0). A character can't have a follower of higher than 20th level.

Table: Example Special Epic Cohorts presents some creatures that make good cohorts for epic characters.

Epic Prowess [Epic]

Special: A character can gain this feat multiple times. Its effects stack.

Epic Psionic Focus [Epic, Psionic]

feat

You can expend your psionic focus to greater effect.

other

Prerequisites: Character level 21st, ability to manifest powers of the normal maximum power level in at least one psionic class.

other

Benefit: When you expend your psionic focus, you can simultaneously use two feats that require a psionic focus to be expended, instead of just one. The feats must be stackable. You must still spend the requisite power points required to use each metapsionic feat, and you cannot exceed the power point limit set by your manifester level.

other

Special: You can take this feat multiple times. Each time you do so, you can simultaneously use one additional feat that requires a psionic focus to be expended.

Epic Spell Focus [Epic]

Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic the character selects to focus on. This stacks with the bonuses from Spell Focus and Greater Spell Focus.

other

Special: A character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat, it applies to a different school of magic.

Benefit: The character may develop and cast epic spells. If the character is an arcane spellcaster, he or she may cast a number of epic spells per day equal to his or her ranks in Knowledge (arcana) divided by 10. If the character is a divine spellcaster, he or she may cast a number of epic spells per day equal to his or her ranks in Knowledge (religion) or Knowledge (nature) divided by 10.

other

Special: If the character meets more than one set of prerequisites, the limit on the number of spells he or she may cast per day is cumulative.

Epic Toughness [Epic]

feat

other

Benefit: The character gains +30 hit points.

other

Special: A character can gain this feat multiple times. Its effects stack.

Epic Will [Epic]

Exceptional Deflection [Epic]

Benefit: The character can deflect any ranged attacks (including spells that require ranged touch attacks) as if they were arrows.

Extended Life Span [Epic]

feat

other

Benefit: Add one-half the maximum result of the character's race's maximum age modifier to the character's normal middle age, old, and venerable age categories. Calculate the character's maximum age using the new venerable number. This feat can't lower the character's current age category.

other

Special: A character can gain this feat multiple times. Its effects stack.

Familiar Spell [Epic]

feat

other

Prerequisite: Int 25 (if the character's spellcasting is controlled by Intelligence) or Cha 25 (if the character's spellcasting is controlled by Charisma).

other

Benefit: Choose one arcane spell the character knows of 8th level or lower. The character's familiar can now use this spell once per day as a spell-like ability, at a caster level equal to the character's caster level. A character cannot bestow a spell to his or her familiar if the spell normally has a material component cost of more than 1 gp or an XP cost.

other

Special: A character can gain this feat multiple times. Each time the character takes the feat, he or she can give his or her familiar a different spell-like ability or another daily use of the same spell-like ability.

Fast Healing [Epic]

feat

other

Prerequisite: Con 25.

other

Benefit: The character gains fast healing 3, or the character's existing fast healing increases by 3. This feat does not stack with fast healing granted by magic items or nonpermanent magical effects.

other

Special: This feat may be taken multiple times. Its effects stack.

Fine Wild Shape [Wild] [Epic]

feat

other

Prerequisite: Ability to wild shape into a Diminutive creature.

other

Benefit: The character can use his or her wild shape to take the shape of a Fine animal.

other

Normal: Without this feat, a character cannot wild shape into an animal smaller than Tiny size.

Group Inspiration [Epic]

Benefit: The number of allies the character can affect with his or her inspire competence or inspire greatness bardic music ability doubles. When inspiring competence in multiple allies, the character can choose different skills to inspire for different allies.

other

Special: A character can gain this feat multiple times. Its effects stack. Remember that two doublings equals a tripling, and so forth.

Hindering Song [Epic]

Benefit: The character can use song or poetics to hinder enemy spellcasters within a 30-foot spread from the character. To successfully cast a spell within this area, a spellcaster must make a Concentration check as if he or she were casting defensively, and all such checks have a penalty equal to half the character's level. The character can choose to exclude any characters from this effect. The character may sing, play, or recite a hindering song while taking other mundane actions, but not magical ones (see the bard's inspire courage ability for more details). The character may keep up the hindering song for a maximum of 10 rounds. Using the hindering song counts as one of the character's uses of song or poetics for the day.

Holy Strike [Epic]

feat

other

Prerequisites: Smite evil class feature, any good alignment.

other

Benefit: Any weapon the character wields is treated as a holy weapon (is good-aligned and deals an extra 2d6 points of damage against creatures of evil alignment). If the weapon already has an alignment, this feat has no effect on the weapon.

Improved Alignment-Based Casting [Epic]

Benefit: Select an alignment-based domain (Chaos, Evil, Good, or Law) to which the character has access. The character casts spells with that alignment descriptor at +3 caster level.

other

Special: This benefit overrides (does not stack with) the granted powers of the Chaos, Evil, Good, and Law domains. A character may select this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different alignment-based domain to which the character has access.

Improved Elemental Wild Shape [Wild] [Epic]

Benefit: The character's ability to wild shape into an elemental is expanded to include all elemental creatures (not just air, earth, fire, and water elementals) of any size that the character can take when using wild shape to become an animal. The character gains all extraordinary and supernatural abilities of the elemental whose form he or she takes.

other

Normal: Without this feat, a character may only wild shape into a Small, Medium-size, or Large air, earth, fire, or water elemental.

Improved Manyshot [Epic]

Benefits: As Manyshot, but the number of arrows the character can fire is limited only by his or her base attack bonus (two arrows, plus one arrow for every 5 points of base attack bonus above +6).

other

Special: Regardless of the number of arrows the character fires, he or she only applies precision-based damage (such as sneak attack damage or the ranger's favored enemy bonus) once. If the character scores a critical hit, only one of the arrows deals critical damage (character's choice); all others deal normal damage.

other

Normal: With the Manyshot feat, the character is limited to a maximum of four arrows fired (when the character's base attack bonus is +16 or higher).

Improved Spell Capacity [Epic]

Prerequisite: Ability to cast spells of the normal maximum spell level in at least one spellcasting class.

other

Benefit: When the character selects this feat, he or she gains one spell slot per day of any level up to one level higher than the highest-level spell the character can already cast in a particular class. The character must still have the requisite ability score (10 + spell level) in order to cast any spell stored in this slot. If the character has a high enough ability modifier to gain one or more bonus spells for this spell level, he or she also gains the bonus spells for this spell level. The character must use the spell slot as a member of the class in which he or she can already cast spells of the normal maximum spell level.

other

Special: A character can gain this feat multiple times.

Spell Slots Above 9th Level

other

The Improved Spell Capacity feat allows characters to gain spell slots above 9th level (which can be used to hold lower-level spells or spells whose level has been increased beyond 9th by the use of metamagic feats).

A character with a very high score in the ability associated with his or her spellcasting (Intelligence for wizards; Wisdom for clerics, druids, paladins, and rangers; or Charisma for bards and sorcerers) may receive bonus spells of those levels, as shown on Table: Expanded Ability Modifiers and Bonus Spells, but only if they already have at least one spell slot of that level (such as from the Improved Spell Capacity feat). A character without any spell slots of a level can't receive any bonus spells of that level, even if the appropriate ability score is high enough to award them.

Even though the table only includes ability scores up to 61 and spell slots up to 25th level, the progression continues infinitely in both directions. For ability scores beyond 61, or for spell slots above 25th level, expand the table to follow the same patterns as shown.

Table: Expanded Ability Modifiers and Bonus Spells

--------------- Spells per Day -------------------

Score

Modifier

10th

11th

12th

13th

14th

15th

16th

17th

18th

19th

20th

21st

22nd

23rd

24th

25th

10-11

+0

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

12-13

+1

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

14-15

+2

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

16-17

+3

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

18-19

+4

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

20-21

+5

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

22-23

+6

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

24-25

+7

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

26-27

+8

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

28-29

+9

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

30-31

+10

1

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

32-33

+11

1

1

-

-

-

-

-

-

-

-

-

-

-

-

-

-

34-35

+12

1

1

1

-

-

-

-

-

-

-

-

-

-

-

-

-

36-37

+13

1

1

1

1

-

-

-

-

-

-

-

-

-

-

-

-

38-39

+14

2

1

1

1

1

-

-

-

-

-

-

-

-

-

-

-

40-41

+15

2

2

1

1

1

1

-

-

-

-

-

-

-

-

-

-

42-43

+16

2

2

2

1

1

1

1

-

-

-

-

-

-

-

-

-

44-45

+17

2

2

2

2

1

1

1

1

-

-

-

-

-

-

-

-

46-47

+18

3

2

2

2

2

1

1

1

1

-

-

-

-

-

-

-

48-49

+19

3

3

2

2

2

2

1

1

1

1

-

-

-

-

-

-

50-51

+20

3

3

3

2

2

2

2

1

1

1

1

-

-

-

-

-

52-53

+21

3

3

3

3

2

2

2

2

1

1

1

1

-

-

-

-

54-55

+22

4

3

3

3

3

2

2

2

2

1

1

1

1

-

-

-

56-57

+23

4

4

3

3

3

3

2

2

2

2

1

1

1

1

-

-

58-59

+24

4

4

4

3

3

3

3

2

2

2

2

1

1

1

1

-

60-61

+25

4

4

4

4

3

3

3

3

2

2

2

2

1

1

1

1

etc. . .

Improved Spell Resistance [Epic]

feat

other

Prerequisite: Must have spell resistance from a feat, class feature, or other permanent effect.

other

Benefit: The character's spell resistance increases by +2.

other

Special: A character can gain this feat multiple times. Its effects stack.

Improved Whirlwind Attack [Epic]

Benefit: As a standard action, the character can make one melee attack for every five points of his or her base attack bonus (including epic attack bonus, round fractions down).

The character cannot attack any one opponent more than once as part of this action. These attacks (as well as all other attacks made until the start of the character's next turn) suffer a -4 penalty.

When using the Improved Whirlwind feat, the character also forfeits any bonus or extra attacks granted by other spells or abilities (such as Cleave or the haste spell).

Since these attacks are made as part of a standard action the character can't make a 5-foot step between any two of the attacks.

other

Normal: Without this feat, using the Whirlwind Attack feat requires a full attack action, and the character can take a 5-foot step between any two of the attacks.

Incite Rage [Epic]

feat

other

Prerequisites:
Cha 25, greater rage class feature.

other

Benefit: When the character enters a rage, he or she can incite a barbarian rage in any or all allies within 60 feet. (Any ally who doesn't wish to become enraged is unaffected.) The ally gains +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves, but takes a -2 penalty to AC, for as long as the character remains raging. The rage of affected allies lasts a number of rounds equal to 3 + their Constitution modifier, regardless of whether they remain within 60 feet of the character. This is otherwise identical with normal barbarian rage (including the fatigue at its end).

Inspire Excellence [Epic]

Benefit: The character can use song or poetics to grant a bonus to one ability score to his or her allies. To be affected, an ally must hear the bard sing for 1 full round. The effect lasts as long as the bard sings and for 5 rounds after the bard stops singing (or 5 rounds after the ally can no longer hear the bard). While singing, the bard can fight but cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by command word (such as wands). Each ally to be inspired gains a +4 competence bonus to the same ability score, which the character must choose before he or she begins inspiring. Inspire excellence is a supernatural, mind-affecting ability. Use of this feat counts as one of the character's bardic music uses for the day.

other

Special: This feat is treated as a bardic music inspiration ability for purposes of feats that affect such abilities.

Intensify Spell [Metamagic] [Epic]

Benefit: All variable, numeric effects of an intensified spell are maximized, then doubled. An intensified spell deals twice maximum damage, cures twice the maximum number of hit points, affects twice the maximum number of targets, and so forth, as appropriate. Saving throws and opposed rolls are not affected. An intensified spell uses up a spell slot seven levels higher than the spell's actual level. A character can't combine the effects of this feat with any other feat that affects the variable, numeric effects of a spell.

Keen Strike [Epic]

Benefit: The character's unarmed strike has a critical threat range of 18-20 and deals slashing damage (at the character's option any attack can deal bludgeoning damage, but cannot then take advantage of the enhanced threat range). This ability doesn't stack with other abilities that expand that character's unarmed strike's threat range.

Lasting Inspiration [Epic]

Benefit: The effects of the character's bardic music inspiration abilities last for ten times as long as normal after he or she stops singing. This feat has no effect on inspiration abilities that have no duration after the character stops singing.

Legendary Climber [Epic]

Benefit: The character can ignore any check penalties applied for accelerated climbing or rapid climbing.

other

Normal: Without this feat, a character takes a -5 penalty on Climb checks when attempting to cover his or her full speed in climbing distance in a round, or a -20 penalty when attempting to cover twice his or her speed in climbing distance in a round.

Legendary Rider [Epic]

Benefit: The character doesn't take a penalty on Ride checks when riding a mount without a saddle (bareback). The character never needs to make a Ride check to control a mount in combat (and even controlling a mount not trained for combat doesn't require an action).

other

Normal: Without this feat, a character takes a -5 penalty on Ride checks without a saddle, and must make a Ride check to control a mount in combat (and controlling a mount not trained for combat requires a move action).

Magical Beast Wild Shape [Wild] [Epic]

Benefit: The character can use his or her normal wild shape ability to take the form of a magical beast. The size limitation is the same as the character's limitation on animal size. The character gains all supernatural abilities of the magical beast whose form he or she takes.

Master Staff [Epic]

Benefit: When the character activates a staff, he or she can substitute a spell slot instead of using a charge. The spell slot must be one the character ahs not used for the day, though the character may lose a prepared spell to emulate a wand charge (the character may not lose prepared spells from his or her school of specialty, if any). The spell slot lost must be equal to or higher in level than the specific spell stored in the staff, including any level-increasing metamagic enhancements. A character cannot emulate a charge for a staff function that does not match a specific spell.

Master Wand [Epic]

Benefit: When the character activates a wand, he or she can substitute a spell slot instead of using a charge. The spell slot must be one the character has not used for the day, though he or she may lose a prepared spell to emulate a wand charge (the character may not lose prepared spells from his or her school of specialty, if any). The spell slot lost must be equal to or higher in level than the spell stored in the wand, including any level-increasing metamagic enhancements.

Multiweapon Rend [Epic]

Benefit: If the character hits an opponent with two or more weapons (wielded in different hands) in the same round, he or she may automatically rend the opponent. This rending deals additional damage equal to the base damage of the smallest weapon that hit plus 1 1/2 times the character's Strength modifier. The character can only rend once per round, regardless of how many successful attacks he or she makes.

other

Special: This feat replaces the Two-Weapon Rend feat for creatures with more than two arms.

Negative Energy Burst [Divine] [Epic]

Benefit: The character can use one rebuke or command undead attempt to unleash a wave of negative energy in a 60-foot-burst. Roll a normal rebuke (or command) check, except that the negative energy burst affects living creatures rather than undead. Any creature that would be rebuked by this result gains one negative level. Any creature that would be commanded by this check gains two negative levels. The Fortitude save DC to remove these levels one day later is equal to 10 + 1/2 the character's effective turning level + the character's Charisma modifier.

Overwhelming Critical [Epic]

Benefit: When using the weapon the character has selected, he or she deals an extra 1d6 points of bonus damage on a successful critical hit. If the weapon's critical multiplier is x3, add +2d6 points of bonus damage instead, and if the multiplier is x4, add +3d6 points of bonus damage instead. Creatures immune to critical hits can't be affected by this feat.

other

Special: A character can gain this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different type of weapon.

Penetrate Damage Reduction [Epic]

feat

Select a special material, such as adamantine.

other

Benefit: The character melee weapons (including natural weapons) are treated as being crafted from the chosen special material for the purposes of bypassing the damage reduction of any creature the character strikes. None of the other special properties of special materials are gained by the character's melee weapons.

other

Special: A character can gain this feat multiple times. Each time the feat is selected the character selects a different special material. The character's melee attacks are treated as being crafted of all chosen materials for the purposes of bypassing damage reduction.

Perfect Multiweapon Fighting [Epic]

Benefit: The character can make as many attacks with each extra weapon as with his or her primary weapon, using the same base attack bonus. The character still takes the normal penalties for fighting with two weapons.

other

Normal: A creature without this feat can make only one attack per round with each extra weapon (or two attacks per round with each weapon if it has Multiweapon Fighting, or three attacks per round with each extra weapon if it has Greater Multiweapon Fighting). Each attack after the first extra attack has a cumulative -5 penalty.

Perfect Two-Weapon Fighting [Epic]

Benefit: The character can make as many attacks with his or her off-hand weapon as with his or her primary weapon, using the same base attack bonus. The character still takes the normal penalties for fighting with two weapons.

Permanent Emanation [Epic]

feat

other

Prerequisites:Spellcraft 25 ranks, ability to cast the spell to be made permanent.

other

Benefit: Designate any one of the character's spells whose area is an emanation from the character. This spell's effect is permanent (though the character can dismiss or restart it as a free action). Effects that would normally dispel this spell instead suppress it for 2d4 rounds.

other

Special: This feat may be taken multiple times. Each time, select a different spell to become permanent.

Planar Turning [Epic]

feat

other

Prerequisites: Wis 25, Cha 25, ability to turn or rebuke undead.

other

Benefit: The character can turn or rebuke outsiders as if they were undead. An outsider has effective turn resistance equal to half its spell resistance (round down). If the character can turn undead, he or she turns (or destroys) all evil outsiders and rebukes (or commands) all nonevil outsiders. If the character can rebuke undead, he or she rebukes (or commands) all evil outsiders and turns (or destroys) all nonevil outsiders.

Positive Energy Aura [Epic]

Benefit: Every undead creature that comes within 15 feet of the character is automatically affected as if the character had turned it. This doesn't cost a turning attempt, and the character doesn't have to roll turning damage (it automatically affects all undead in a 15-foot burst), but it only turns undead with Hit Dice equal to or less than the character's effective cleric level minus 10 (and automatically destroys undead with Hit Dice equal to or less than the character's effective cleric level minus 20). Just as with normal turning, the character can't affect undead that have total cover relative to him or her.

Power Knowledge [Epic, Psionic]

feat

You add two additional powers to your list of powers known.

other

Prerequisites: Character level 21st, ability to manifest powers of the normal maximum power level in at least one psionic class.

other

Benefit: You learn two new powers of any level up to the highest level of power you can manifest. The powers you select must be on your class list or the list for your discipline.

other

Special: You can gain this feat multiple times. Each time, you learn two new powers at any level up to the highest level of power you can manifest.

Psicrystal Power [Epic, Psionic]

Prerequisites: Character level 21st, Intelligence 25 or Charisma 25 (depending on which is your key ability score for manifesting).

other

Benefit: Choose one power you know of 8th level or lower. Your psicrystal can now manifest this power once per day at your manifester level (the psicrystal gains sufficient power points to manifest the power once). You cannot bestow a power upon your psicrystal if the power normally has any experience point cost.

other

Special: You can gain this feat multiple times. Each time you take the feat, you can give your psicrystal knowledge of a new power (and it gains sufficient power points to manifest that power once).

All power points gained by a psicrystal from multiple applications of this feat go into its reserve and can be used to manifest the powers it knows as you desire.

Ranged Inspiration [Epic]

Benefit: Double the range of any bardic music ability that has a range. (If the creature must hear the bard to be affected by the ability, that requirement doesn't change regardless of any extended range the bard's ability may have.)

other

Special: A character can gain this feat multiple times. Its effects stack. Remember that two doublings equals a tripling, and so forth.

Reactive Countersong [Epic]

Benefit: The character can begin a countersong at any time, even when it isn't his or her turn (much like a wizard who has readied a counterspell action), though the character doesn't have to ready an action to do so. The character can't use Reactive Countersong at the same time he or she isusing another bardic music ability (though the character could stop the other bardic music ability to begin Reactive Countersong if so desired).

other

Normal: Without this feat, a character can only use counter-song on his or her turn.

Righteous Strike [Epic]

Benefit: The character's unarmed strike is treated as an axiomatic weapon (it is lawfully aligned and deals an extra 2d6 points of damage against creatures of chaotic alignment). This ability doesn't stack with similar abilities.

Ruinous Rage [Epic]

Benefit: While in a rage, the character ignores the hardness of any object he or she strikes. Also, double the character's Strength bonus for the purposes of any Strength check made to break an object with sudden force rather than by dealing normal damage (including bursting bindings, such as ropes or manacles).

Shattering Strike [Epic]

Benefit: When using an unarmed strike to attempt to break an object with sudden force (rather than by dealing normal damage), make a Concentration check rather than a Strength check. The break DC remains the same. Using Shattering Strike is a full-round action that incurs attacks of opportunity. The character can't use Shattering Strike to escape bonds (unless he or she is so bound as to allow the character to make an unarmed strike against his or her bindings).

Sneak Attack of Opportunity [Epic]

feat

other

Prerequisites: Sneak attack +8d6, opportunist class feature.

other

Benefit: Any attack of opportunity the character makes is considered a sneak attack.

Spell Opportunity [Epic]

Benefit: Whenever the character is allowed an attack of opportunity, he or she may cast (and attack with) a touch spell as the character's attack of opportunity. This incurs attacks of opportunity just as if the character had cast the spell normally.

other

Normal: Without this feat, a character can only make a melee attack as an attack of opportunity.

Spell Stowaway [Epic]

Benefit: Choose a spell-like ability the character knows, or a spell the character cam cast. The character is attuned to the magic he or she chooses. If another spellcaster within 300 feet of the character uses this magic, the character also immediately gains the magic's effect as if it had been used on the character by the same caster. The character must have direct line of effect to the spellcaster in order to gain the benefit of the attuned magic (though the character does not have to know the spellcaster is present, and he or she can be flat-footed). The magic's duration, effect, and other specifics are determined by its original caster's level.

other

Special: A character can gain this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different spell or spell-like ability.

Spontaneous Domain Access [Epic]

Benefit: Select a domain the character has access to. The character may spontaneously convert any prepared cleric spell (except a domain spell) into a domain spell of the same level in the selected domain, just as a cleric channels energy to convert spells into cure spells.

other

Special: A character can gain this feat multiple times. Each time a character takes the feat, it applies to a different domain.

Spontaneous Spell [Epic]

Benefit: Select a spell the character can cast. The character may spontaneously convert any prepared spell of the selected spell's level into the selected spell, just as a cleric channels energy to convert spells into cure spells.

other

Special: A character can gain this feat multiple times. Each time he or she takes the feat, it applies to a different spell.

Terrifying Rage [Epic]

Benefit: While you are raging, any enemy that views you must make a Will save opposed by your Intimidate check of become panicked (if it have HD less than your character level) or shaken (if it has HD equal to or up to twice your character level) for 4d6 rounds. An enemy with Hit Dice greater than twice your character level is not affected by this feat.

Tenacious Magic [Epic]

Benefit: Choose one spell the character knows or spell-like ability the character possesses. Whenever the chosen form of magic would otherwise end due to a dispel effect, the magic is instead only suppressed for 1d4 rounds. The magic still ends when its duration expires, but the suppressed rounds do not count against its duration. The character can dismiss his or her own spell or spell-like ability (if dismissible) or dispel his or her own tenacious magic normally.

other

Special: A character can gain this feat multiple times. Each time he or she takes the feat, it applies to a different spell or spell-like ability.

Thundering Rage [Epic]

feat

other

Prerequisites: Str 25, rage 5/day.

other

Benefit: Any weapon the character wields while in a rage is treated as a thundering weapon. The DC of the Fortitude save to resist deafness is equal to 10 + 1/2 the character's level. This ability does not stack with similar abilities.

Two-Weapon Rend [Epic]

Benefit: If the character hits an opponent with a weapon in each hand in the same round, he or she may automatically rend the opponent. This deals additional damage equal to the base damage of the smaller weapon plus 1 1/2 times the character's Strength modifier. Base weapon damage includes an enhancement bonus on damage, if any. The character can only rend once per round, regardless of how many successful attacks he or she makes.

Uncanny Accuracy [Epic]

Benefit: The character's ranged attacks ignore the miss chance granted to targets by total concealment. The character must aim his or her attacks at the correct square to gain advantage of this feat.

other

Normal: Without this feat, characters suffer a 50% miss chance when making a ranged attack against a target with total concealment.

other

Special: A character with at least 11 levels of ranger can qualify for this feat even if he or she does not have the prerequisites for it, but can only use it when wearing light or no armor.

Undead Mastery [Divine] [Epic]

feat

other

Prerequisites: Cha 21, ability to rebuke or command undead.

other

Benefit: The character may command up to ten times his or her level in HD of undead.

Unholy Strike [Epic]

feat

other

Prerequisites: Smite good class feature, any evil alignment.

other

Benefit: Any weapon the character wields is treated as an unholy weapon (it is evil-aligned and deals an extra 2d6 points of damage against creatures of good alignment). This ability doesn't stack with similar abilities. If the weapon already has an alignment, this feat has no effect on the weapon.

Vorpal Strike [Epic]

Benefit: The character's unarmed strike is considered to be a slashing vorpal weapon. (At the character's option, any unarmed strike can do bludgeoning damage instead, but it loses the vorpal quality.) This ability doesn't stack with similar abilities

Widen Aura of Courage [Epic]

feat

other

Prerequisite: Cha 25, aura of courage class ability.

other

Benefit: The character's aura of courage extends to all allies within 100 feet of the character.

Widen Aura of Despair [Epic]

feat

other

Prerequisite: Cha 25, aura of despair class ability.

other

Benefit: The character's aura of despair extends to all allies within 100 feet of the character.

Zone of Animation [Divine] [Epic]

Benefit: The character can use a rebuke or command undead attempt to animate corpses within range of his or her rebuke or command attempt. The character animates a total number of HD of undead equal to the number of undead that would be commanded by the character's result (though the character can't animate more undead than there are available corpses within range). The character can't animate more undead with any single attempt than the maximum number he or she can command (including any undead already under his or her command). These undead are automatically under the character's command, though his or her normal limit of commanded undead still applies. If the corpses are relatively fresh, the animated undead are zombies. Otherwise, they are skeletons.

These feats are not epic feats, so they may be selected by character any time he or she could select a new feat.

Improved Flyby Attack [General]

Benefit: If the standard action taken by a creature during a round in which it uses Flyby Attack is a melee attack, the creature provokes no attacks of opportunity from moving out of squares threatened by its target.

other

Normal: Without this feat, a creature making an attack as part of a Flyby Attack maneuver provokes attacks of opportunity as normal from moving out of squares threatened by its target.

Latest RPG Post

Moving into the room, I release arrow after arrow at the closest targets, choosing lesser armored targets in large groups. Once any approach in melee range, I sling my bow and swing out my shield, ready for the first attacker in sword range. Specific Action: Moving to J55 while shooting the bow. As long as there are no targets within melee range, I will keep shooting. Once any approach within 40 feet change to shield and Iajitsu sword draw, then melee for a few rounds, depending on situation as it develops. If Thomas sings his theme song, add 2 to all attack and damage appropriately. During melee (Not ranged), I will use inspiration on damage rolls that hit, as rolled below. Rolling for a net of 4 rounds, as per Jason's round count, please use ranged or melee rolls as appropriate. If, at any time, my HP is negative, drink a potion of cure critical instead of that rounds melee/ranged action.

Out of Character: Jason has posted for four rounds.Out of Character: PS, the cure serious was rolled wrong. Total amount for the use, if needed, heals 18 pts. (Sad).